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Multi meltas or Missles?


Necronpheliac

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If the choice is between melta or missile, I'd choose melta every time in an all comers list. I find that missiles underperform when used singly, they only seem to be effective if I fire off a lot of them. Melta, on the other hand, is a fear weapon vs. a mech opponent (and who doesn't run mech these days?).

 

Now, a lascannon and plasma cannon have their place, as well. Lascannon for the high S vs. vehicles (that extra point really seems to make a huge difference in my experience), and plasma cannon for the template.

(EDIT: My Calculations are assuming a 1+ to wound for S7 on T4.. Correct me if wrong!)

You wound on a 2+ at minimum in the game of Warhammer 40k, never a 1+.

 

Either way, yeah, plasma's better at fighting Marines on foot. If your opponent is sending Marine foot hordes against you and isn't playing Space Wolves (or argueably a full Drop Pod list) you've already got a leg up anyway. I'd rather prepare for a real threat (5e Mech) than foot Marines. Plasma's price tag is simply too high to justify its numerous shortcomings for a go-to special weapon for Marines.

 

(Yes, it still has its place. I love 'em in Razorback Spam on Las/Plas Razorbacks. They're the cornerstone of my Tau army. But for Marines on foot, meh.)

From the Chaos perspective, Tac squads are only useful with 24". Hanging back to blast with 1 weapon is a waste for 10 guys and barely ok for 5. Since you're probably in a Rhino/Drop Pod anyway, why not take the Multi-Melta and benefit from the AP1?

See, and I think of that as a logical fallacy- if one missile launcher, lascannon, or autocannon blast stops an enemy tank or dread in its tracks and preserves your squad, or another squad, or helps you set up a good assault, then those points are far from "wasted".

 

Thats a fair point and I would agree with you in Loyalist Marines had to rely on their Tac squad's heavies as their long range firepower, but the SM codex is full of cost effective long range or fast moving anti-tank firepower and because of that I don't feel that there is as much reason to camp that Tac squad and make it fire either the Missile Launcher or Multi-Melta as its prime goal. Either way its a backup weapon for "what if" situations in my eyes.

 

Now with a Plasma Cannon or Lascannon, its different because those are 1) more potent then either the MM or ML and 2) you're paying extra points for them.

+1 to above.

 

The ML and MM tend to take the brunt of the anti vehicle duties and given the durability of vehicles tend to be fielded in multiples wheter on bikes, devs squads etc.

 

A tacs role is multi dimentional and as such has more leyway for 'shots of opportunity' that tend to be most effectivly utilised when bringing a plasma cannon for anti heavy infantry or lascannon for anti vehicles to bear.

 

Though in games up to 1k - 1.25k I pick the multi-faceted ML over a MM as SM armies can get a bit thin on the ground and you need the versatility.

 

This can be offset by bringing an 85pt Predator for anti infantry duties leaving tacs as 10 wount MM so it really depends on your army's build

Hm, that raises a good point.

 

Which set-up do you think is the most viable:

 

1) Multi-Melta and Plasma Gun

2) Plasma Cannon and Meltagun

 

Both are flexible, one offers more mobile anti-Monster (Pgun) at a cost of static anti-tank, the other some more mobile anti-tank (Mgun) at the cost of the ability to drop 2 wounds on Monsters and range for the "kill" shot if hiding in cover; albeit it's more powerful against infantry.

 

I don't think I'd ever take a Lascannon in a Tactical Squad, particularly a mobile one - the cost is just too great for a weapon that's an "opportunity" shot.

I agree that the Missile Launcher is king in smaller games as the flexibility offered is vital due to not being able to bring an adequate amount of support units.

I pretty much always combat squad and use Razorbacks. Also, 10 point Lascannons on Tactical squads are pretty much the cheapest way to get them in the codex so I try never to pass that up. Given that, my favorite Tactical squad setup is Meltagun and Lascannon, loaded in a Razorback with twin assault cannons. Its a bit expensive clocking in at 285 points but I feel I get a lot out of the unit(s), especially when fielded in multiples. Basic Idea is to have the fist wielding Sarge and Meltagun portions of the squads advance up in their Razorbacks supporting each other, while the Lascannon combat squads open up transports and other tougher targets from afar.

 

The very few times that I run a full unit in a rhino, I usually go with a Flamer / Multimelta, or Meltagun / Plasmacannon setup (been thinking a bit about trying Plasma / Multimelta, but I havent ran a rhino squad in a while). I figure, If im going to have a 48" range weapon, I might as well combat squad the unit to get the most out of it. Missiles are reserved for when I break the unit down to combat squads and don't have the spare 10 points to upgrade to Lascannons, or quad-missile setups for Devs (best option for them IMO).

In small games I'd take the ML because of it being free, and the range. MM for area denial might work in large games where the table is fuller, or depending on the meta game. 24" or 12" is too little too late to stop transports and anything else has stand off firepower to hit them or whatever target they want to anyways. A ML or 10pt. lascannon sound more attractive in putting in a firelane or on an objective.

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